/Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Public/Scene/MeshSceneAdapter.h
Find the nearest ray-intersection with the mesh. Must be callable in parallel from any thread.
bool RayIntersection ( const FRay3d & WorldRay, const [FTransformSequence3d](API\Runtime\GeometryCore\FTransformSequence3d) & LocalToWorldTransform, [FMeshSceneRayHit](API\Plugins\ModelingComponents\Scene\FMeshSceneRayHit) & WorldHitResultOut )